Augmented Reality education tool is a mobile android application for children in the marginalized communities. Most of these children join school late, or face problems at home and in the community that lead to physical and mental health disorders. We (4 Computer Engineering students) created this innovative education tool to help to increase attention span, memory retention, quick grasping power, better diction through the interactive interface. Survey on execution shows the improvement in these factors. This application and flash cards kit is made available for free to our partner organizations at Patched.
INTRODUCTION TO LEARNING DISABILITY AND CHILD DEVELOPMENT
An issue in one or a greater amount of the fundamental mental procedures included in understanding or in utilizing dialect, talked or composed, that may show itself in the blemished capacity to tune in, think, talk, read, compose, spell, or to do numerical estimations. In India 1.67% of the 0-19 population has a disability. 35.29% of all people living with disabilities are children. Other estimates say that India has 12 million children living with disabilities. Only 1% of children with disabilities have access to school. Training for the individuals with in-capacities/uncommon needs has not been profoundly offered thought in developing nations like India and is likewise joined by monetary issues and asset supports to advance instruction and giving a possibility of work to them. In spite of the fact that US has discovered innovation propelled instruction help to help add to an educational module, Indian schools do not have this preference and advancement. Turning into a capable independent citizen is crucial for conforming to grown-up life, yet numerous grown-ups with learning inabilities (LD) rank taking care of cash and keeping money as the most troublesome among the issues they experience. Issues here are regularly fixed to particular attributes of LD or attention deficit/hyperactivity disorder (AD/HD) and other extraordinary needs like Speech or Language Impairment (SLI) correspondence issue, for example, faltering, impeded explanation, a dialect impedance, or a voice debilitation that unfavorably influences a tyke's instructive execution and Specific Learning Disability (SLD). The accompanying are so a percentage of the numerous ailment and in-capacities confronted by youngsters that can be bolstered with legitimate training frameworks.
Application of Augmented Reality
Research demonstrates that low instructive accomplishment, job desires and mistaking legislative projects for clashing qualification criteria have brought about numerous youngsters with in-capacities not making effective moves from school to postsecondary instruction, vocation and independent living. While numerous might want to figure out how to spare cash and manufacture resources, they apprehension landing a position and sparing a share of their salary may make them lose their incapacity advantages and different backings, for example, medicinal services. One noteworthy hindrance that adds to this issue is the absence of useful math (ideas of time, cash, weights and measures, and so on.) abilities among this gathering. To add to this officially existing issue, there is the issue of English being the internationally acknowledged medium of composed and verbal correspondence in all available study material.
Develop the value of the practical module implementation in schools and organizations. To provide the support required to develop a need based curriculum using technology to close the gap between societal problems for people with disabilities. Since learning seems to be the main cause of concern, technology can be used to develop innovative teaching programs that help in faster rate of learning, better memory and grasping power. Augmented Reality proves its results for children with learning disabilities as it directly works on the different difficulties they face, from being shy to talk to humans, lack of attention span, need for multimedia visuals and environment for better grasping ability and easy memorizing ability. We have conducted and tested the results for the same.
Working of the Application
Our project comprises of a simple Smartphone holder, a table to rest the books/flashcards and board games, a cable connecting the phone to the projected screen and speakers for audio output. Through the project, the teacher is able to read 3D books, play interactive games and flashcard pop-up quiz with the class. The ability to impact the sense of sight and hearing triggers a vital enhancement in the education level for the children as proved by research. This mobile kit can be used anywhere without large resource or material requirements. Our application has 3 major modules – alphabets, numbers and shapes each with audio, video and 3D models. We created a prototype, called Augmented Reality Education Tool (ARET) to test the concept of augmented reality and analyze its impact, outcome and limitations. It makes the use of Vuforia SDK developed by Qualcomm Connected Experiences, Inc. Using the SDK along with Unity 3D, we created Augmented Reality applications.
The ARET application consists of 3 modules:
Each of which uses different functionalities of augmented reality. The multimedia data in each comprises of:
- 3D Models
All modules are interactive, as the AWV buttons can be touched to display the data stores, the card can be rotated to view different angles of the object; in the case of shape cards, the output answer text is shown on the card bottom space.
You can watch the demo video here-
We have associated with CHILDReach school, Mother Foundation and community centres of Aastha Parivaarfor our project. Mother foundation is a boys’ orphanage currently Located in Malad (West). It houses approximately 50 boys of different age groups ranging from 3 to 16 years of age and the boys attend a local Hindi medium school. Below are the details of the survey we conducted in our associated centres –
- Current Education level: Kindergarten
- Current education Language: Hindi and English (secondary)
- Medium of education (tools/teaching aid used): Speaking, writing, boards, stories
- Current English language level: Extremely basic (few words and numbers only)
- Words taught using ARET: 10 words – Apple, Cat, Dog, Goose, Hat, Kite, Lion, Mouse, Orange and Queen
- Total time of teaching words with and without ARET each: 30 minutes and 20 minutes respectively
- Overall improvement in pronunciation (Rating UA/VT): 33%
- Overall improvement in learning efficiency (Rating UA/VT): 41.7%
- Overall improvement in interest in education (Rating UA/VT): 16.7%
Although, we have come a long way through our endeavor at providing a comprehensive approach to educating kids using augmented reality in India, the idea is novel. Hence, there is a long road ahead of us to try and polish our application into one that is at a universally accepted quality standard. ARET, for now, is a basic toolkit limited to letters, numbers and shapes. There are myriad components, both software and hardware, that can be added to our application in the future. We can extend the letters to a proper language module, the numbers to a mathematics module, and so on. We can add games and quizzes, 3D videos, stories, evaluation tools, augmented reality spaces within the application, etc. A key factor for the creation of Project ARET was affordability; therefore, arising compromises because of that also need to be addressed. We have to aim to provide a high quality application at a low price so that every person in every nook and cranny can use it. In comparison to the augmented reality product for children in USA, ARET costs 1/60th the price.